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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jul 12, 2014 2:29 am Post subject: |
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One thing you would need then is a comprehensive energy max output from the generator(s), which is to be divvied up between engines, shields and weapons. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jul 12, 2014 4:14 am Post subject: |
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I'm thinking more along the lines of 1D of auxiliary power that can be shifted between systems at the pilot's discretion. IIRC, the X-Wing game allowed you to shift power between shields, weapon damage and speed, but I would be willing to include maneuverability or sensors too. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Kirkler Sub-Lieutenant
Joined: 25 Feb 2008 Posts: 51 Location: BC Canada
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Posted: Sun Jul 13, 2014 7:45 pm Post subject: |
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I'm going to look threw my books, I can recall a few times that they shifted power to from system to system, No reference at this time. You could do an 1D aux for making it quick and easy, or you could go more indepth using power generators and such. The D6 Space has Power Generators in it, but that's a really complex ship construction system. _________________ Only the good die young? What about Wedge, he's good and still alive! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jul 14, 2014 12:54 am Post subject: |
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There is already a power distribution optional rule in The Far Orbit Project, but it is of sufficient complexity that, IMO, it should be reserved for games involving capital ship combat require a character to act as chief engineer and concentrate specifically on power distribution.
Another potential complication is that even the simplest of rules can become overly complicating if you stack enough of them on top of each other. The approach I took with my version of lightsaber combat was to create a central rule to which the GM may select from an assortment of optional rules to design his own rule-set, varying from bare bones but fast paced to time consuming but detailed. I think a similar approach would work here. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Kirkler Sub-Lieutenant
Joined: 25 Feb 2008 Posts: 51 Location: BC Canada
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Posted: Mon Jul 14, 2014 6:25 pm Post subject: |
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I haven't really read threw the Far Orbit as it's not my style of gaming. But I agree that simple rules can stack to make a head ache. you could do something like:
For every full D of power you pull from one system you can boost another system by the same. ( 6D laser cannons , 2D shields: Pull 4D from lasers to boost shields to 6D) _________________ Only the good die young? What about Wedge, he's good and still alive! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jul 15, 2014 12:34 am Post subject: |
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I think that is too open ended. The Far Orbit Project capped power transfer at 2D max, and IMO, that is almost too much. I like the simplicity of just having 1D of auxiliary power that can be allocated as the pilot desires; I would also suggest ruling that the pilot has to declare any changes in power allocation at the beginning of his turn, and can't reallocate as part of his reaction roll. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Kirkler Sub-Lieutenant
Joined: 25 Feb 2008 Posts: 51 Location: BC Canada
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Posted: Tue Jul 15, 2014 2:32 pm Post subject: |
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I see your point about being to open ended. I think shifting power to a system would be an action, giving an edge to those fighters with an astromech as the droid could use it's action to shift the power. A more complex way of doing it would require a skill roll. _________________ Only the good die young? What about Wedge, he's good and still alive! |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Tue Jul 15, 2014 2:54 pm Post subject: |
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on a completely unrelated note, I have a problem with Kirkler's quote
Quote: | Only the good die young? What about wedge, he's good and still alive! |
To paraphrase Monty Python's sex vs. logic skit
"Universal affirmatives can only be partially converted: all of Alma Cogan is dead, but only some of the class of dead people are Alma Cogan." _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jul 15, 2014 5:21 pm Post subject: |
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Kirkler wrote: | I see your point about being to open ended. I think shifting power to a system would be an action, giving an edge to those fighters with an astromech as the droid could use it's action to shift the power. A more complex way of doing it would require a skill roll. |
I can't think of an instance in the novels where changing the power settings was controlled by the astromech (not that it couldn't be). If it is anything like the video game, it was as simple as hitting a button to select which system you wanted the extra power to go to, which doesn't really seem to necessitate a standard action to me. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Kirkler Sub-Lieutenant
Joined: 25 Feb 2008 Posts: 51 Location: BC Canada
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Posted: Tue Jul 15, 2014 8:47 pm Post subject: |
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I don't recall it being done in the books. I had a player do it one time in a game and I thought, wow no one thought of this before? I wouldn't have it be a standard action just a free action, or a standard action if the system has been damaged.
As to my quote, nice use of Monty python. _________________ Only the good die young? What about Wedge, he's good and still alive! |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sat Jul 19, 2014 6:14 pm Post subject: |
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I'm working on the history section right now, and trying to keep it from becoming just a copy/paste of the Wookiepedia entry. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 18, 2014 11:21 am Post subject: |
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So, as far as space combat rules, here is a short list of what I am thinking...-Starfighter Combat - I'm partial to the Dueling Blades rule, using opposed rolls to generate a combat result rather than opposed attack and defense rolls.
-Tactics - I'd like to use Tactics as a way to provide bonuses to the piloting rolls in combat, which is consistent with the in-novel action of pilots using dirty tricks, maneuvers, or other cheats to one-up their opponents. Whether this would take the form of rolling Tactics for a bonus, stacking Tactics with Starfighter Piloting, or using Tactics as a one-time dice pool (or some combination thereof) is open for discussion.
-Smart Missiles - Guided proton torpedoes and concussion missiles are found in the X-Wing novels, so a good rule for this should be included.
-Shields - The X-Wing novels use the X-Wing video game shield method as opposed to the WEG version. Specifically, shields provide equal protection in all arcs, but can be shifted from one side to the other to beef up protection in one arc while leaving the other undefended.
-Power Transfer - The X-Wing game allows the pilot to shift energy between energy weapons, shields and drives. While Pirates and Privateers offers a rule for this, it is extremely crunchy, so I would suggest allowing a simple 1D bonus that the player can allocate to eligible ship systems.
-Anti-Capital Ship Attacks - In the X-Wing novels, starfighters are presented as much more formidable against capital ships than the WEG rules allow. This deserves at least some consideration, especially when the X-Wing shield rules make capital ships more resistant to starfighter attacks. There are other possibilities, but these are the most obvious choices based on my read of the Rogue and Wraith Squadron books.
Thoughts? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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